Starting stuff:
The setting is Greyhawk, but I'm not going to be a stickler about time or histories. You can be creative with your background as long as it meshes with the Call to Action post.
Only Good aligned characters. We will use the AD&D 1E Ruleset. So no specialization. Create your PC by rolling 4d6 (drop 1) six times, arrange as desired - please roll only once on the die roller... it'd be real interesting if we don't get a Ranger.

XP: 250,001 for each character - if you are a multiclassing demihuman, then you have to split the XP evenly among the classes.
Sets of Magic Item packs will be provided. You can choose what you want, but then you can trade each other - I'll detail those right away so that you can tailor characters to the packs if you wish.
Don't worry about Gold or anything, equipment will be whatever you need, as long as you can carry it.
Fair warning, the beginning of the module is a railroad of sorts -- but I'm assuming if you want to play then you are heading to the Steading.

I figure it'd be two posts a week, and this is how I want to structure it:
* Each post is either a Round (if you are in melee) or it is a Turn (at least) so that things keep moving;
* Once we start there will be a DM action post in the morning (Eastern Standard Time, which I think is UTC-5) on Mondays and Thursdays. So players should have their Action Post completed by midnight on the day before, depending. Any action post can be changed up to that point as well.
* The Action thread will be one post per player, per Round (or Turn);
* If you miss a post (without notification) you player stands there doing nothing, or (if the party is moving) follows along - but doesn't act or attack (unless your absence is set up beforehand of course) but is still a target;
* If you miss three action posts (again without notification) I'll PM you and see what's up; four, we'll replace the player;
* There is a real good chance of PCs dying in this. If character death occurs, they won't be replaced - but there is opportunity through NPCs in the game to continue playing if you so wish. One thing I remember from HS is my Cleric was the last to survive a TPK in the Hill Giant Steading... it was glorious.
I'm hoping these types of structural rules will keep the game flowing and interesting.
These are the magic packs, each character gets one. If you want to do first come first serve, or coordinate amongst yourselves, either way I’m fine. Once a pack is chosen, it’s crossed off the list, they can only be chosen once per each pack:
1. Wand of Fire (20 charges), Ring of Prot +1, bracers of defense AC4, elven cloak and boots, sneezing dust (5 pinches), scroll (confusion, monster summ III), potion of healing, 2 potions of extra-healing
2. short sword +2, displacer cloak, dust of disappearance (12 pinches), scroll (icestorm), bag of holding (1000 lb cap), potion of healing, 2 potions of extra-healing
3. mace +2, plate mail +2, shield +2, 2 potions of invisibility, potion of diminution, 2 potions of extra-healing
4. spear +3, battle axe +1, plate mail +2, shield +5, 4 potions of invisibility, potion of healing, 2 potions of extra-healing
5. +2 spear, crossbow of speed, 30 bolts +2, 6 javelins of lightning, ring of protection +2, ring of regeneration, elven cloak and boots, scroll (cont. light, hold monster), potion of healing, 2 potions of extra-healing
6. staff of striking, hammer +1, leather armor +2, potion of healing, 2 potions of extra-healing
7. dwarven hammer +3, plate mail +1, shield +1, ring of invisibility, boots of striding and springing, 2 potions of extra-healing
8. wand of frost (20 charges), cloak of protection +2, ring of protection +3, scroll (shield, phantasmal force, web, passwall), potion of healing, 2 potions of extra-healing
9. sword +2, chain mail +2, shield +2, robe of blending, dust of appearance (5 pinches), dust of disappearance (5 pinches), potion of healing, 2 potions of extra-healing